mirror of
https://github.com/ppy/osu.git
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Merge pull request #30868 from peppy/ur-perf-fix
Improve performance of UR calculations
This commit is contained in:
commit
3e373ae85e
@ -4,28 +4,54 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using BenchmarkDotNet.Attributes;
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using BenchmarkDotNet.Attributes;
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using osu.Framework.Utils;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Benchmarks
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namespace osu.Game.Benchmarks
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{
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{
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public class BenchmarkUnstableRate : BenchmarkTest
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public class BenchmarkUnstableRate : BenchmarkTest
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{
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{
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private List<HitEvent> events = null!;
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private readonly List<List<HitEvent>> incrementalEventLists = new List<List<HitEvent>>();
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public override void SetUp()
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public override void SetUp()
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{
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{
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base.SetUp();
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base.SetUp();
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events = new List<HitEvent>();
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for (int i = 0; i < 1000; i++)
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var events = new List<HitEvent>();
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events.Add(new HitEvent(RNG.NextDouble(-200.0, 200.0), RNG.NextDouble(1.0, 2.0), HitResult.Great, new HitObject(), null, null));
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for (int i = 0; i < 2048; i++)
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{
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// Ensure the object has hit windows populated.
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var hitObject = new HitCircle();
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hitObject.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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events.Add(new HitEvent(RNG.NextDouble(-200.0, 200.0), RNG.NextDouble(1.0, 2.0), HitResult.Great, hitObject, null, null));
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incrementalEventLists.Add(new List<HitEvent>(events));
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}
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}
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}
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[Benchmark]
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[Benchmark]
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public void CalculateUnstableRate()
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public void CalculateUnstableRate()
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{
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{
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_ = events.CalculateUnstableRate();
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for (int i = 0; i < 2048; i++)
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{
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var events = incrementalEventLists[i];
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_ = events.CalculateUnstableRate();
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}
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}
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[Benchmark]
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public void CalculateUnstableRateUsingIncrementalCalculation()
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{
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HitEventExtensions.UnstableRateCalculationResult? last = null;
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for (int i = 0; i < 2048; i++)
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{
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var events = incrementalEventLists[i];
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last = events.CalculateUnstableRate(last);
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}
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}
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}
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}
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}
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}
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}
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@ -20,12 +20,53 @@ namespace osu.Game.Tests.NonVisual.Ranking
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public void TestDistributedHits()
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public void TestDistributedHits()
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{
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{
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var events = Enumerable.Range(-5, 11)
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var events = Enumerable.Range(-5, 11)
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.Select(t => new HitEvent(t - 5, 1.0, HitResult.Great, new HitObject(), null, null));
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.Select(t => new HitEvent(t - 5, 1.0, HitResult.Great, new HitObject(), null, null))
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.ToList();
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var unstableRate = new UnstableRate(events);
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var unstableRate = new UnstableRate(events);
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Assert.IsNotNull(unstableRate.Value);
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Assert.IsNotNull(unstableRate.Value);
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Assert.IsTrue(Precision.AlmostEquals(unstableRate.Value.Value, 10 * Math.Sqrt(10)));
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Assert.AreEqual(unstableRate.Value.Value, 10 * Math.Sqrt(10), Precision.DOUBLE_EPSILON);
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}
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[Test]
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public void TestDistributedHitsIncrementalRewind()
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{
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var events = Enumerable.Range(-5, 11)
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.Select(t => new HitEvent(t - 5, 1.0, HitResult.Great, new HitObject(), null, null))
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.ToList();
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HitEventExtensions.UnstableRateCalculationResult result = null;
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for (int i = 0; i < events.Count; i++)
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{
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result = events.GetRange(0, i + 1)
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.CalculateUnstableRate(result);
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}
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result = events.GetRange(0, 2).CalculateUnstableRate(result);
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Assert.IsNotNull(result!.Result);
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Assert.AreEqual(5, result.Result, Precision.DOUBLE_EPSILON);
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}
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[Test]
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public void TestDistributedHitsIncremental()
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{
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var events = Enumerable.Range(-5, 11)
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.Select(t => new HitEvent(t - 5, 1.0, HitResult.Great, new HitObject(), null, null))
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.ToList();
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HitEventExtensions.UnstableRateCalculationResult result = null;
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for (int i = 0; i < events.Count; i++)
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{
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result = events.GetRange(0, i + 1)
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.CalculateUnstableRate(result);
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}
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Assert.IsNotNull(result!.Result);
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Assert.AreEqual(10 * Math.Sqrt(10), result.Result, Precision.DOUBLE_EPSILON);
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}
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}
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[Test]
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[Test]
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@ -205,7 +205,7 @@ namespace osu.Game.Rulesets.Mods
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{
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{
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foreach (var hitObject in hitObjects)
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foreach (var hitObject in hitObjects)
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{
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{
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if (!(hitObject.HitWindows is HitWindows.EmptyHitWindows))
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if (hitObject.HitWindows != HitWindows.Empty)
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yield return hitObject;
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yield return hitObject;
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foreach (HitObject nested in getAllApplicableHitObjects(hitObject.NestedHitObjects))
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foreach (HitObject nested in getAllApplicableHitObjects(hitObject.NestedHitObjects))
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@ -5,6 +5,7 @@ using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Diagnostics;
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using System.Linq;
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using System.Linq;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Scoring
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namespace osu.Game.Rulesets.Scoring
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{
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{
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@ -20,32 +21,36 @@ namespace osu.Game.Rulesets.Scoring
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/// A non-null <see langword="double"/> value if unstable rate could be calculated,
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/// A non-null <see langword="double"/> value if unstable rate could be calculated,
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/// and <see langword="null"/> if unstable rate cannot be calculated due to <paramref name="hitEvents"/> being empty.
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/// and <see langword="null"/> if unstable rate cannot be calculated due to <paramref name="hitEvents"/> being empty.
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/// </returns>
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/// </returns>
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public static double? CalculateUnstableRate(this IEnumerable<HitEvent> hitEvents)
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public static UnstableRateCalculationResult? CalculateUnstableRate(this IReadOnlyList<HitEvent> hitEvents, UnstableRateCalculationResult? result = null)
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{
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{
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Debug.Assert(hitEvents.All(ev => ev.GameplayRate != null));
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Debug.Assert(hitEvents.All(ev => ev.GameplayRate != null));
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int count = 0;
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result ??= new UnstableRateCalculationResult();
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double mean = 0;
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double sumOfSquares = 0;
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foreach (var e in hitEvents)
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// Handle rewinding in the simplest way possible.
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if (hitEvents.Count < result.EventCount + 1)
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result = new UnstableRateCalculationResult();
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for (int i = result.EventCount; i < hitEvents.Count; i++)
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{
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{
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HitEvent e = hitEvents[i];
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if (!AffectsUnstableRate(e))
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if (!AffectsUnstableRate(e))
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continue;
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continue;
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count++;
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result.EventCount++;
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// Division by gameplay rate is to account for TimeOffset scaling with gameplay rate.
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// Division by gameplay rate is to account for TimeOffset scaling with gameplay rate.
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double currentValue = e.TimeOffset / e.GameplayRate!.Value;
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double currentValue = e.TimeOffset / e.GameplayRate!.Value;
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double nextMean = mean + (currentValue - mean) / count;
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double nextMean = result.Mean + (currentValue - result.Mean) / result.EventCount;
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sumOfSquares += (currentValue - mean) * (currentValue - nextMean);
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result.SumOfSquares += (currentValue - result.Mean) * (currentValue - nextMean);
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mean = nextMean;
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result.Mean = nextMean;
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}
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}
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if (count == 0)
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if (result.EventCount == 0)
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return null;
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return null;
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return 10.0 * Math.Sqrt(sumOfSquares / count);
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return result;
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}
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}
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/// <summary>
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/// <summary>
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@ -65,6 +70,39 @@ namespace osu.Game.Rulesets.Scoring
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return timeOffsets.Average();
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return timeOffsets.Average();
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}
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}
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public static bool AffectsUnstableRate(HitEvent e) => !(e.HitObject.HitWindows is HitWindows.EmptyHitWindows) && e.Result.IsHit();
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public static bool AffectsUnstableRate(HitEvent e) => AffectsUnstableRate(e.HitObject, e.Result);
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public static bool AffectsUnstableRate(HitObject hitObject, HitResult result) => hitObject.HitWindows != HitWindows.Empty && result.IsHit();
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/// <summary>
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/// Data type returned by <see cref="HitEventExtensions.CalculateUnstableRate"/> which allows efficient incremental processing.
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/// </summary>
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/// <remarks>
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/// This should be passed back into future <see cref="HitEventExtensions.CalculateUnstableRate"/> calls as a parameter.
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///
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/// The optimisations used here rely on hit events being a consecutive sequence from a single gameplay session.
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/// When a new gameplay session is started, any existing results should be disposed.
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/// </remarks>
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public class UnstableRateCalculationResult
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{
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/// <summary>
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/// Total events processed. For internal incremental calculation use.
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/// </summary>
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public int EventCount;
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/// <summary>
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/// Last sum-of-squares value. For internal incremental calculation use.
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/// </summary>
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public double SumOfSquares;
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/// <summary>
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/// Last mean value. For internal incremental calculation use.
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/// </summary>
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public double Mean;
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/// <summary>
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/// The unstable rate.
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/// </summary>
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public double Result => EventCount == 0 ? 0 : 10.0 * Math.Sqrt(SumOfSquares / EventCount);
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}
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}
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}
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}
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}
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@ -36,7 +36,7 @@ namespace osu.Game.Rulesets.Scoring
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/// An empty <see cref="HitWindows"/> with only <see cref="HitResult.Miss"/> and <see cref="HitResult.Perfect"/>.
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/// An empty <see cref="HitWindows"/> with only <see cref="HitResult.Miss"/> and <see cref="HitResult.Perfect"/>.
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/// No time values are provided (meaning instantaneous hit or miss).
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/// No time values are provided (meaning instantaneous hit or miss).
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/// </summary>
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/// </summary>
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public static HitWindows Empty => new EmptyHitWindows();
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public static HitWindows Empty { get; } = new EmptyHitWindows();
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public HitWindows()
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public HitWindows()
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{
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{
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@ -182,7 +182,7 @@ namespace osu.Game.Rulesets.Scoring
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/// </summary>
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/// </summary>
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protected virtual DifficultyRange[] GetRanges() => base_ranges;
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protected virtual DifficultyRange[] GetRanges() => base_ranges;
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public class EmptyHitWindows : HitWindows
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private class EmptyHitWindows : HitWindows
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{
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{
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private static readonly DifficultyRange[] ranges =
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private static readonly DifficultyRange[] ranges =
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{
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{
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@ -28,6 +28,8 @@ namespace osu.Game.Screens.Play.HUD
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private const float alpha_when_invalid = 0.3f;
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private const float alpha_when_invalid = 0.3f;
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private readonly Bindable<bool> valid = new Bindable<bool>();
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private readonly Bindable<bool> valid = new Bindable<bool>();
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private HitEventExtensions.UnstableRateCalculationResult? unstableRateResult;
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[Resolved]
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[Resolved]
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private ScoreProcessor scoreProcessor { get; set; } = null!;
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private ScoreProcessor scoreProcessor { get; set; } = null!;
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@ -44,9 +46,6 @@ namespace osu.Game.Screens.Play.HUD
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DrawableCount.FadeTo(e.NewValue ? 1 : alpha_when_invalid, 1000, Easing.OutQuint));
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DrawableCount.FadeTo(e.NewValue ? 1 : alpha_when_invalid, 1000, Easing.OutQuint));
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}
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}
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private bool changesUnstableRate(JudgementResult judgement)
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=> !(judgement.HitObject.HitWindows is HitWindows.EmptyHitWindows) && judgement.IsHit;
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protected override void LoadComplete()
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protected override void LoadComplete()
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{
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{
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base.LoadComplete();
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base.LoadComplete();
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@ -56,13 +55,20 @@ namespace osu.Game.Screens.Play.HUD
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updateDisplay();
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updateDisplay();
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}
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}
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private void updateDisplay(JudgementResult _) => Scheduler.AddOnce(updateDisplay);
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private void updateDisplay(JudgementResult result)
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{
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if (HitEventExtensions.AffectsUnstableRate(result.HitObject, result.Type))
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Scheduler.AddOnce(updateDisplay);
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}
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private void updateDisplay()
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private void updateDisplay()
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{
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{
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double? unstableRate = scoreProcessor.HitEvents.CalculateUnstableRate();
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unstableRateResult = scoreProcessor.HitEvents.CalculateUnstableRate(unstableRateResult);
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double? unstableRate = unstableRateResult?.Result;
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valid.Value = unstableRate != null;
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valid.Value = unstableRate != null;
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if (unstableRate != null)
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if (unstableRate != null)
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Current.Value = (int)Math.Round(unstableRate.Value);
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Current.Value = (int)Math.Round(unstableRate.Value);
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}
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}
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@ -58,7 +58,7 @@ namespace osu.Game.Screens.Ranking.Statistics
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/// <param name="hitEvents">The <see cref="HitEvent"/>s to display the timing distribution of.</param>
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/// <param name="hitEvents">The <see cref="HitEvent"/>s to display the timing distribution of.</param>
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public HitEventTimingDistributionGraph(IReadOnlyList<HitEvent> hitEvents)
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public HitEventTimingDistributionGraph(IReadOnlyList<HitEvent> hitEvents)
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{
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{
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this.hitEvents = hitEvents.Where(e => !(e.HitObject.HitWindows is HitWindows.EmptyHitWindows) && e.Result.IsBasic() && e.Result.IsHit()).ToList();
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this.hitEvents = hitEvents.Where(e => e.HitObject.HitWindows != HitWindows.Empty && e.Result.IsBasic() && e.Result.IsHit()).ToList();
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bins = Enumerable.Range(0, total_timing_distribution_bins).Select(_ => new Dictionary<HitResult, int>()).ToArray<IDictionary<HitResult, int>>();
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bins = Enumerable.Range(0, total_timing_distribution_bins).Select(_ => new Dictionary<HitResult, int>()).ToArray<IDictionary<HitResult, int>>();
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}
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}
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@ -15,10 +15,10 @@ namespace osu.Game.Screens.Ranking.Statistics
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/// Creates and computes an <see cref="UnstableRate"/> statistic.
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/// Creates and computes an <see cref="UnstableRate"/> statistic.
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/// </summary>
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/// </summary>
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/// <param name="hitEvents">Sequence of <see cref="HitEvent"/>s to calculate the unstable rate based on.</param>
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/// <param name="hitEvents">Sequence of <see cref="HitEvent"/>s to calculate the unstable rate based on.</param>
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public UnstableRate(IEnumerable<HitEvent> hitEvents)
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public UnstableRate(IReadOnlyList<HitEvent> hitEvents)
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: base("Unstable Rate")
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: base("Unstable Rate")
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{
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{
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Value = hitEvents.CalculateUnstableRate();
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Value = hitEvents.CalculateUnstableRate()?.Result;
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}
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}
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protected override string DisplayValue(double? value) => value == null ? "(not available)" : value.Value.ToString(@"N2");
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protected override string DisplayValue(double? value) => value == null ? "(not available)" : value.Value.ToString(@"N2");
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